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 Ring menu 2

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AuteurMessage
Soroshiya
Modérateur
Modérateur
Soroshiya


Masculin
Nombre de messages : 124
Age : 32
Date d'inscription : 16/11/2007

Feuille personnelle
PAs (Points d'Aide):
Ring menu 2 Left_bar_bleue0/130Ring menu 2 Empty_bar_bleue  (0/130)
Permis à Points:
Ring menu 2 Left_bar_bleue40/40Ring menu 2 Empty_bar_bleue  (40/40)

Ring menu 2 Empty
MessageSujet: Ring menu 2   Ring menu 2 Icon_minitimeSam 17 Nov - 4:40

Nom du script : Ring menu 2
Auteur : Inconnu
Fonction : Veuillez metre la description du scriptPareil que ring menu 1
Image(s) : Ring menu 2 RingmenuRessource(s) : Aucune
Remarque : Fonctionnel, affiche en plus l'argent
Installation : Allez dans l'éditeur de script ( F11 ) et suivez les instructions ci-dessous .


Premièrement, Ouvrez le script : Scene_Load
Ensuite, Copier se script au complet et collez le dans un nouveau script nommé : Scene_Load2
Dans le script : Scene_Load2 changez les lignes :
Citation :
Code --- ligne 7
Code:
class Scene_Load < Scene_File
Citation :
Code --- ligne 62
Code:
$scene = Scene_Title.new
par:
Citation :
Code --- ligne 7
Code:
class Scene_Load2 < Scene_File
Citation :
Code --- ligne 62
Code:
$scene = Scene_Map.new
Maintenant, Créez un nouveau script nommé : Window_RingMenu
Copiez ceci dans ce script :
Code:
#============
# Window_RingMenu
#-----------------------------------------------------------------
# Translated And Fixed By Zieg **Added "Load" Option And Comments**
#============
class Window_RingMenu < Window_Base
#-----------------------------------------------------------------
# Before Setup
#-----------------------------------------------------------------
# Setting the starting frame counts
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64
# Setting the items (icons)
ICON_ITEM = RPG::Cache.icon("032-Item01")
ICON_SKILL = RPG::Cache.icon("050-Skill07")
ICON_EQUIP = RPG::Cache.icon("034-Item03")
ICON_STATUS = RPG::Cache.icon("049-Skill06")
ICON_SAVE = RPG::Cache.icon("047-Skill04")
ICON_LOAD = RPG::Cache.icon("048-Skill05")
ICON_EXIT = RPG::Cache.icon("046-Skill03")
# Setting the "blank" or "disabled" item (icon)
ICON_DISABLE= RPG::Cache.icon("")
# Setting the sound effect played when calling menu
SE_STARTUP = "056-Right02"
# Setting the starting values for; where the menu starts, wait before moving the cursor,
# moving right, moving left.
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
#-----------------------------------------------------------------
# Setup
#-----------------------------------------------------------------
attr_accessor :index
#-----------------------------------------------------------------
# Initialize
#-----------------------------------------------------------------
def initialize( center_x, center_y )
# Drawing the menu
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
# Setting menu text (default after #)
s1 = "Inventory" # Items
s2 = "Player Skills" # Skills
s3 = "Equipment" # Equip
s4 = "Player Status" # Stats
s5 = "Save Game" # Save
s6 = "Load Game" # Load
s7 = "Quit Game" # Quit
# Drawing the commands
@commands = [ s1, s2, s3, s4, s5, s6, s7 ]
@item_max = 7
@index = 0
# Drawing the items (icons)
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_LOAD, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false, false ]
# Positioning the menu
@cx = center_x - 16
@cy = center_y - 16
# Setting up script
setup_move_start
refresh
end
#-----------------------------------------------------------------
# Update
#-----------------------------------------------------------------
def update
super
refresh
end
#-----------------------------------------------------------------
# Refresh
#-----------------------------------------------------------------
def refresh
# Clearing previous info
self.contents.clear
# Choosing setup path
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# Re-Drawing menu
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
# *** The Next Few Parts Are The Actual Coding, And Do Not Need To Be Messed With!***
#-----------------------------------------------------------------
# Refresh (path 1)
#-----------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in [email]0...@item_max[/email]
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#-----------------------------------------------------------------
# Refresh (path 2)
#-----------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in [email]0...@item_max[/email]
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#-----------------------------------------------------------------
# Refresh (paths 3 & 4)
#-----------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in [email]0...@item_max[/email]
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#-----------------------------------------------------------------
# Items (Icons)
#-----------------------------------------------------------------
def draw_item(x, y, i)
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#-----------------------------------------------------------------
# When No Items (Icons)
#-----------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#-----------------------------------------------------------------
# Starting Menu
#-----------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
# Playing startup SE
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#-----------------------------------------------------------------
# Setup Movement
#-----------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#-----------------------------------------------------------------
# Animate
#-----------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
# End Of script
# Add any "new" definitions under here.
# Don't Add Anything Below Here
end


Dernière édition par le Sam 17 Nov - 4:42, édité 1 fois
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Soroshiya
Modérateur
Modérateur
Soroshiya


Masculin
Nombre de messages : 124
Age : 32
Date d'inscription : 16/11/2007

Feuille personnelle
PAs (Points d'Aide):
Ring menu 2 Left_bar_bleue0/130Ring menu 2 Empty_bar_bleue  (0/130)
Permis à Points:
Ring menu 2 Left_bar_bleue40/40Ring menu 2 Empty_bar_bleue  (40/40)

Ring menu 2 Empty
MessageSujet: Re: Ring menu 2   Ring menu 2 Icon_minitimeSam 17 Nov - 4:41

Maintenant, créez un autre script nommé : Window_RingMenuStatus
Copiez ceci a l'intérieur :
Code:
#===========================================================
# Window_RingMenuStatus
#-------------------------------------------------------------------------------------------------------
# Translated And Fixed By Zieg **Added "Load" Option And Comments**
#===========================================================
class Window_RingMenuStatus < Window_Selectable
#-----------------------------------------------------------------
# Initialize
#-----------------------------------------------------------------
def initialize
# Drawing the window
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
# Refreshing the window
refresh
# Setting the window to unactive
self.active = false
# Setting the cursor over nothing (hideing the cursor)
self.index = -1
end
#-----------------------------------------------------------------
# Refresh
#-----------------------------------------------------------------
def refresh
# Deleteing the "old" info
self.contents.clear
# Setting font
self.contents.font.name = "Arial"
# Re-Drawing the window
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y + 24)
end
end
#-----------------------------------------------------------------
# Update Cursor
#-----------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
# End Of script
# Add any "new" definitions under here.
# Don't Add Anything Below Here
end
Pour finir, allez retrouver le script : Scene_Menu
et remplacer tout ce qu'il contien par ceci :
Code --- ligne 7
Code:
#===========================================================
# Scene_Menu
#-------------------------------------------------------------------------------------------------------
# Edited By Zieg **Edited To Match RingMenu, And Added "Load" Option**
#===========================================================
class Scene_Menu
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
# Setting up an index variable
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
# Drawing the current map to the background
@spriteset = Spriteset_Map.new
# Setting "px" and "py" to the players current x nd y positions (minus 15x and 24y)
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
# Drawing the gold window
@gold = Window_Gold.new
@gold.x = 480
@gold.y = 415
@gold.z = 9999
@gold.opacity = 100
# Drawing the command window (the ring)
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# Checking actions availablities
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
if $game_system.save_disabled
@command_window.disable_item(4)
end
# Drawing the status window
@status_window = Window_RingMenuStatus.new
@status_window.x = 406
@status_window.y = 1
@status_window.z = 9999
@status_window.opacity = 100
# Hideing the status window
@status_window.visible = false
# Showing the menu
Graphics.transition
# Setting continiuos actions
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
# Closing menu
Graphics.freeze
@spriteset.dispose
@gold.dispose
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
# Updating the windows
@command_window.update
@gold.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# Update Command
#--------------------------------------------------------------------------
def update_command
# Setting commands
#--------- Setting Esc button
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_system.save_disabled = true
$scene = Scene_Map.new
return
end
#--------- Setting Enter(Return) button
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
# Setting options
case @command_window.index
when 0 # Item
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1 # Skills
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # Equip
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # Status
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # Save
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5 # Load
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load2.new
when 6 # Quit
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
# Setting ring rotating right when pressing left or up
return if @command_window.animation?
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# Setting ring rotating left when pressing right or down
if Input.press?(Input:: DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# Update Status
#--------------------------------------------------------------------------
def update_status
# Setting commands
#--------- Setting Esc button
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
#--------- Setting Enter(Return) button
if Input.trigger?(Input::C)
# Setting type
case @command_window.index
when 1 # Skills
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2 # Equip
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3 # Status
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
# End Of script
# Add any "new" definitions under here.
# Don't Add Anything Below Here
end
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